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GAMIFICATION IN HIGHER EDUCATION

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CONTENTS AT A GLANCE

CHAPTER 1: WHY GAMIFICATION
CHAPTER 2: E-LEARNING
CHAPTER 3: CLOUD COMPUTING
CHAPTER 4: GAMIFICATION BASED EDUCATION
CHAPTER 5: HOW TO GAMIFY ENTIRE COURSES

Description

Gamification is defined as the application of game-design elements (game mechanics) such as points, badges, ranking, and leader boards in non-game contexts. With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. With the intention of modifying behaviors, increasing fidelity or engaging people, by leveraging human motivations present in games.

There is a growing interest in gamification in education since it provides ways to engage and motivate students for more fun in learning. This book aims to identify how the elements of gamification affect user experience and increase their engagement with registered subjects. Through a dynamic question selection approach based on the gamification tactics, the real exams of a number of students showed the improvement of their knowledge acquisition by 55% over the traditional examination approaches. The system evaluated based on game design framework derived from MDA game design theory.

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